﻿using System;
using System.Collections.Generic;
using System.Linq;
using System.Net;
using System.Windows;
using System.Windows.Controls;
using System.Windows.Documents;
using System.Windows.Input;
using System.Windows.Navigation;
using System.Windows.Shapes;
using Microsoft.Phone.Controls;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input.Touch;
using Microsoft.Xna.Framework.Media;

namespace FeedTheWalrus
{
    public partial class GamePage : PhoneApplicationPage
    {
        ContentManager contentManager;
        GameTimer timer;
        SpriteBatch spriteBatch;

        FishManager fishManager;

        UIElementRenderer elementRenderer;

        Texture2D background;

        static bool musicSet = false;
        static bool playMusic;

        Song music;

        public GamePage()
        {
            InitializeComponent();

            // Get the content manager from the application
            contentManager = (Application.Current as App).Content;

            // Create a timer for this page
            timer = new GameTimer();
            timer.UpdateInterval = TimeSpan.FromTicks(333333);
            timer.Update += OnUpdate;
            timer.Draw += OnDraw;

            LayoutUpdated += new EventHandler(XNARendering_LayoutUpdated);
        }

        void XNARendering_LayoutUpdated(object sender, EventArgs e)
        {
            // make sure page size is valid
            if (ActualWidth == 0 || ActualHeight == 0)
                return;

            // see if we already have the right sized renderer
            if (elementRenderer != null &&
                elementRenderer.Texture != null &&
                elementRenderer.Texture.Width == (int)ActualWidth &&
                elementRenderer.Texture.Height == (int)ActualHeight)
            {
                return;
            }

            // dispose the current renderer
            if (elementRenderer != null)
                elementRenderer.Dispose();

            // create the renderer
            elementRenderer = new UIElementRenderer(this, (int)ActualWidth, (int)ActualHeight);
        }

        protected override void OnNavigatedTo(NavigationEventArgs e)
        {
            // Set the sharing mode of the graphics device to turn on XNA rendering
            SharedGraphicsDeviceManager.Current.GraphicsDevice.SetSharingMode(true);

            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(SharedGraphicsDeviceManager.Current.GraphicsDevice);

            // TODO: use this.content to load your game content here
            music = contentManager.Load<Song>("Wallpaper_Loop");

            fishManager = new FishManager();
            fishManager.OnNavigatedTo(contentManager);

            fishManager.Reset();

            background = contentManager.Load<Texture2D>("background");

            ScoreManager.OnNavigatedTo(contentManager);

            if (!musicSet)
            {
                if (MessageBox.Show("Enable game background music?", "Configuration", MessageBoxButton.OKCancel)
                    == MessageBoxResult.OK)
                    playMusic = true;
                musicSet = true;
            }

            if (playMusic)
            {
                MediaPlayer.Play(music);
                MediaPlayer.IsRepeating = true;
            }

            // Start the timer
            timer.Start();

            base.OnNavigatedTo(e);
        }

        protected override void OnNavigatedFrom(NavigationEventArgs e)
        {
            // Stop the timer
            timer.Stop();

            // Set the sharing mode of the graphics device to turn off XNA rendering
            SharedGraphicsDeviceManager.Current.GraphicsDevice.SetSharingMode(false);

            MediaPlayer.Stop();

            base.OnNavigatedFrom(e);
        }

        /// <summary>
        /// Allows the page to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        private void OnUpdate(object sender, GameTimerEventArgs e)
        {
            if (ScoreManager.health != 0)
            {
                fishManager.TakeInput(TouchPanel.GetState());
                fishManager.OnUpdate(e);
            }
        }

        /// <summary>
        /// Allows the page to draw itself.
        /// </summary>
        private void OnDraw(object sender, GameTimerEventArgs e)
        {
            SharedGraphicsDeviceManager.Current.GraphicsDevice.Clear(Color.CornflowerBlue);

            spriteBatch.Begin();
            spriteBatch.Draw(
              background,
              Vector2.Zero,
              Color.White);
            fishManager.OnDraw(spriteBatch, e);
            ScoreManager.OnDraw(spriteBatch);
            elementRenderer.Render();
            spriteBatch.Draw(elementRenderer.Texture, Vector2.Zero, Color.White);
            spriteBatch.End();
        }
    }
}